stk-code_catmod/src/triangle_mesh.cpp

68 lines
2.5 KiB
C++
Raw Normal View History

// $Id: triangle_mesh.cpp 839 2006-10-24 00:01:56Z hiker $
//
// SuperTuxKart - a fun racing game with go-kart
// Copyright (C) 2006 Joerg Henrichs
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
// as published by the Free Software Foundation; either version 2
// of the License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty ofati
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#include "triangle_mesh.hpp"
#include "world.hpp"
// -----------------------------------------------------------------------------
TriangleMesh::~TriangleMesh()
{
if(m_body)
{
world->getPhysics()->removeBody(m_body);
delete m_body;
delete m_motion_state;
delete m_collision_shape;
}
} // ~TriangleMesh
// -----------------------------------------------------------------------------
void TriangleMesh::addTriangle(btVector3 t1, btVector3 t2, btVector3 t3,
const Material* m)
{
m_triangleIndex2Material.push_back(m);
m_mesh.addTriangle(t1, t2, t3);
} // addTriangle
// -----------------------------------------------------------------------------
void TriangleMesh::createBody(btCollisionObject::CollisionFlags flags)
{
if(m_triangleIndex2Material.size()==0)
{
m_collision_shape = NULL;
m_motion_state = NULL;
m_body = NULL;
return;
}
// Now convert the triangle mesh into a static rigid body
m_collision_shape = new btBvhTriangleMeshShape(&m_mesh, false);
btTransform startTransform;
startTransform.setIdentity();
m_motion_state = new btDefaultMotionState(startTransform);
m_body=new btRigidBody(0.0f, m_motion_state, m_collision_shape);
world->getPhysics()->addBody(m_body);
m_body->setUserPointer(this);
m_body->setCollisionFlags(m_body->getCollisionFlags() |
flags |
btCollisionObject::CF_CUSTOM_MATERIAL_CALLBACK);
} // createBody
// -----------------------------------------------------------------------------